from typing import Optional from ..locations.items import * class OR: __slots__ = ('__items', '__children') def __new__(cls, *args): if True in args: return True return super().__new__(cls) def __init__(self, *args): self.__items = [item for item in args if isinstance(item, str)] self.__children = [item for item in args if type(item) not in (bool, str) and item is not None] assert self.__items or self.__children, args def __repr__(self) -> str: return "or%s" % (self.__items+self.__children) def remove(self, item) -> None: if item in self.__items: self.__items.remove(item) def hasConsumableRequirement(self) -> bool: for item in self.__items: if isConsumable(item): print("Consumable OR requirement? %r" % self) return True for child in self.__children: if child.hasConsumableRequirement(): print("Consumable OR requirement? %r" % self) return True return False def test(self, inventory) -> bool: for item in self.__items: if item in inventory: return True for child in self.__children: if child.test(inventory): return True return False def consume(self, inventory) -> bool: for item in self.__items: if item in inventory: if isConsumable(item): inventory[item] -= 1 if inventory[item] == 0: del inventory[item] inventory["%s_USED" % item] = inventory.get("%s_USED" % item, 0) + 1 return True for child in self.__children: if child.consume(inventory): return True return False def getItems(self, inventory, target_set) -> None: if self.test(inventory): return for item in self.__items: target_set.add(item) for child in self.__children: child.getItems(inventory, target_set) def copyWithModifiedItemNames(self, f) -> "OR": return OR(*(f(item) for item in self.__items), *(child.copyWithModifiedItemNames(f) for child in self.__children)) class AND: __slots__ = ('__items', '__children') def __new__(cls, *args): if False in args: return False return super().__new__(cls) def __init__(self, *args): self.__items = [item for item in args if isinstance(item, str)] self.__children = [item for item in args if type(item) not in (bool, str) and item is not None] def __repr__(self) -> str: return "and%s" % (self.__items+self.__children) def remove(self, item) -> None: if item in self.__items: self.__items.remove(item) def hasConsumableRequirement(self) -> bool: for item in self.__items: if isConsumable(item): return True for child in self.__children: if child.hasConsumableRequirement(): return True return False def test(self, inventory) -> bool: for item in self.__items: if item not in inventory: return False for child in self.__children: if not child.test(inventory): return False return True def consume(self, inventory) -> bool: for item in self.__items: if isConsumable(item): inventory[item] -= 1 if inventory[item] == 0: del inventory[item] inventory["%s_USED" % item] = inventory.get("%s_USED" % item, 0) + 1 for child in self.__children: if not child.consume(inventory): return False return True def getItems(self, inventory, target_set) -> None: if self.test(inventory): return for item in self.__items: target_set.add(item) for child in self.__children: child.getItems(inventory, target_set) def copyWithModifiedItemNames(self, f) -> "AND": return AND(*(f(item) for item in self.__items), *(child.copyWithModifiedItemNames(f) for child in self.__children)) class COUNT: __slots__ = ('__item', '__amount') def __init__(self, item: str, amount: int) -> None: self.__item = item self.__amount = amount def __repr__(self) -> str: return "<%dx%s>" % (self.__amount, self.__item) def hasConsumableRequirement(self) -> bool: if isConsumable(self.__item): return True return False def test(self, inventory) -> bool: return inventory.get(self.__item, 0) >= self.__amount def consume(self, inventory) -> None: if isConsumable(self.__item): inventory[self.__item] -= self.__amount if inventory[self.__item] == 0: del inventory[self.__item] inventory["%s_USED" % self.__item] = inventory.get("%s_USED" % self.__item, 0) + self.__amount def getItems(self, inventory, target_set) -> None: if self.test(inventory): return target_set.add(self.__item) def copyWithModifiedItemNames(self, f) -> "COUNT": return COUNT(f(self.__item), self.__amount) class COUNTS: __slots__ = ('__items', '__amount') def __init__(self, items, amount): self.__items = items self.__amount = amount def __repr__(self) -> str: return "<%dx%s>" % (self.__amount, self.__items) def hasConsumableRequirement(self) -> bool: for item in self.__items: if isConsumable(item): print("Consumable COUNTS requirement? %r" % (self)) return True return False def test(self, inventory) -> bool: count = 0 for item in self.__items: count += inventory.get(item, 0) return count >= self.__amount def consume(self, inventory) -> None: for item in self.__items: if isConsumable(item): inventory[item] -= self.__amount if inventory[item] == 0: del inventory[item] inventory["%s_USED" % item] = inventory.get("%s_USED" % item, 0) + self.__amount def getItems(self, inventory, target_set) -> None: if self.test(inventory): return for item in self.__items: target_set.add(item) def copyWithModifiedItemNames(self, f) -> "COUNTS": return COUNTS([f(item) for item in self.__items], self.__amount) class FOUND: __slots__ = ('__item', '__amount') def __init__(self, item: str, amount: int) -> None: self.__item = item self.__amount = amount def __repr__(self) -> str: return "{%dx%s}" % (self.__amount, self.__item) def hasConsumableRequirement(self) -> bool: return False def test(self, inventory) -> bool: return inventory.get(self.__item, 0) + inventory.get("%s_USED" % self.__item, 0) >= self.__amount def consume(self, inventory) -> None: pass def getItems(self, inventory, target_set) -> None: if self.test(inventory): return target_set.add(self.__item) def copyWithModifiedItemNames(self, f) -> "FOUND": return FOUND(f(self.__item), self.__amount) def hasConsumableRequirement(requirements) -> bool: if isinstance(requirements, str): return isConsumable(requirements) if requirements is None: return False return requirements.hasConsumableRequirement() def isConsumable(item) -> bool: if item is None: return False #if item.startswith("RUPEES_") or item == "RUPEES": # return True if item.startswith("KEY"): return True return False class RequirementsSettings: def __init__(self, options): self.bush = OR(SWORD, MAGIC_POWDER, MAGIC_ROD, POWER_BRACELET, BOOMERANG) self.pit_bush = OR(SWORD, MAGIC_POWDER, MAGIC_ROD, BOOMERANG, BOMB) # unique self.attack = OR(SWORD, BOMB, BOW, MAGIC_ROD, BOOMERANG) self.attack_hookshot = OR(SWORD, BOMB, BOW, MAGIC_ROD, BOOMERANG, HOOKSHOT) # hinox, shrouded stalfos self.hit_switch = OR(SWORD, BOMB, BOW, MAGIC_ROD, BOOMERANG, HOOKSHOT) # hit switches in dungeons self.attack_hookshot_powder = OR(SWORD, BOMB, BOW, MAGIC_ROD, BOOMERANG, HOOKSHOT, MAGIC_POWDER) # zols, keese, moldorm self.attack_no_bomb = OR(SWORD, BOW, MAGIC_ROD, BOOMERANG, HOOKSHOT) # ? self.attack_hookshot_no_bomb = OR(SWORD, BOW, MAGIC_ROD, BOOMERANG, HOOKSHOT) # vire self.attack_no_boomerang = OR(SWORD, BOMB, BOW, MAGIC_ROD, HOOKSHOT) # teleporting owls self.attack_skeleton = OR(SWORD, BOMB, BOW, BOOMERANG, HOOKSHOT) # cannot kill skeletons with the fire rod self.attack_gibdos = OR(SWORD, BOMB, BOW, BOOMERANG, AND(MAGIC_ROD, HOOKSHOT)) # gibdos are only stunned with hookshot, but can be burnt to jumping stalfos first with magic rod self.attack_pols_voice = OR(BOMB, MAGIC_ROD, AND(OCARINA, SONG1)) # BOW works, but isn't as reliable as it needs 4 arrows. self.attack_wizrobe = OR(BOMB, MAGIC_ROD) # BOW works, but isn't as reliable as it needs 4 arrows. self.stun_wizrobe = OR(BOOMERANG, MAGIC_POWDER, HOOKSHOT) self.rear_attack = OR(SWORD, BOMB) # mimic self.rear_attack_range = OR(MAGIC_ROD, BOW) # mimic self.fire = OR(MAGIC_POWDER, MAGIC_ROD) # torches self.push_hardhat = OR(SHIELD, SWORD, HOOKSHOT, BOOMERANG) self.shuffled_magnifier = TRADING_ITEM_MAGNIFYING_GLASS # overwritten if vanilla trade items self.throw_pot = POWER_BRACELET # grab pots to kill enemies self.throw_enemy = POWER_BRACELET # grab stunned enemies to kill enemies self.tight_jump = FEATHER # jumps that are possible but are tight to make it across self.super_jump = AND(FEATHER, OR(SWORD, BOW, MAGIC_ROD)) # standard superjump for glitch logic self.super_jump_boots = AND(PEGASUS_BOOTS, FEATHER, OR(SWORD, BOW, MAGIC_ROD)) # boots dash into wall for unclipped superjump self.super_jump_feather = FEATHER # using only feather to align and jump off walls self.super_jump_sword = AND(FEATHER, SWORD) # unclipped superjumps self.super_jump_rooster = AND(ROOSTER, OR(SWORD, BOW, MAGIC_ROD)) # use rooster instead of feather to superjump off walls (only where rooster is allowed to be used) self.shaq_jump = FEATHER # use interactable objects (keyblocks / pushable blocks) self.boots_superhop = AND(PEGASUS_BOOTS, OR(MAGIC_ROD, BOW)) # dash into walls, pause, unpause and use weapon + hold direction away from wall. Only works in peg rooms self.boots_roosterhop = AND(PEGASUS_BOOTS, ROOSTER) # dash towards a wall, pick up the rooster and throw it away from the wall before hitting the wall to get a superjump self.jesus_jump = FEATHER # pause on the frame of hitting liquid (water / lava) to be able to jump again on unpause self.jesus_buffer = PEGASUS_BOOTS # use a boots bonk to get on top of liquid (water / lava), then use buffers to get into positions self.damage_boost_special = options.hardmode == "none" # use damage to cross pits / get through forced barriers without needing an enemy that can be eaten by bowwow self.damage_boost = (options.bowwow == "normal") & (options.hardmode == "none") # Use damage to cross pits / get through forced barriers self.sideways_block_push = True # wall clip pushable block, get against the edge and push block to move it sideways self.wall_clip = True # push into corners to get further into walls, to avoid collision with enemies along path (see swamp flowers for example) or just getting a better position for jumps self.pit_buffer_itemless = True # walk on top of pits and buffer down self.pit_buffer = FEATHER # jump on top of pits and buffer to cross vertical gaps self.pit_buffer_boots = OR(PEGASUS_BOOTS, FEATHER) # use boots or feather to cross gaps self.boots_jump = AND(PEGASUS_BOOTS, FEATHER) # use boots jumps to cross 4 gap spots or other hard to reach spots self.boots_bonk = PEGASUS_BOOTS # bonk against walls in 2d sections to get to higher places (no pits involved usually) self.boots_bonk_pit = PEGASUS_BOOTS # use boots bonks to cross 1 tile gaps self.boots_bonk_2d_spikepit = AND(PEGASUS_BOOTS, "MEDICINE2") # use iframes from medicine to get a boots dash going in 2d spike pits (kanalet secret passage, d3 2d section to boss) self.boots_bonk_2d_hell = PEGASUS_BOOTS # seperate boots bonks from hell logic which are harder? self.boots_dash_2d = PEGASUS_BOOTS # use boots to dash over 1 tile gaps in 2d sections self.hookshot_spam_pit = HOOKSHOT # use hookshot with spam to cross 1 tile gaps self.hookshot_clip = AND(HOOKSHOT, options.superweapons == False) # use hookshot at specific angles to hookshot past blocks (see forest north log cave, dream shrine entrance for example) self.hookshot_clip_block = HOOKSHOT # use hookshot spam with enemies to clip through entire blocks (d5 room before gohma, d2 pots room before boss) self.hookshot_over_pit = HOOKSHOT # use hookshot while over a pit to reach certain areas (see d3 vacuum room, d5 north of crossroads for example) self.hookshot_jump = AND(HOOKSHOT, FEATHER) # while over pits, on the first frame after the hookshot is retracted you can input a jump to cross big pit gaps self.bookshot = AND(FEATHER, HOOKSHOT) # use feather on A, hookshot on B on the same frame to get a speedy hookshot that can be used to clip past blocks self.bomb_trigger = BOMB # drop two bombs at the same time to trigger cutscenes or pickup items (can use pits, or screen transitions self.shield_bump = SHIELD # use shield to knock back enemies or knock off enemies when used in combination with superjumps self.text_clip = False & options.nagmessages # trigger a text box on keyblock or rock or obstacle while holding diagonal to clip into the side. Removed from logic for now self.jesus_rooster = AND(ROOSTER, options.hardmode != "oracle") # when transitioning on top of water, buffer the rooster out of sq menu to spawn it. Then do an unbuffered pickup of the rooster as soon as you spawn again to pick it up self.zoomerang = AND(PEGASUS_BOOTS, FEATHER, BOOMERANG) # after starting a boots dash, buffer boomerang (on b), feather and the direction you're dashing in to get boosted in certain directions self.boss_requirements = [ SWORD, # D1 boss AND(OR(SWORD, MAGIC_ROD), POWER_BRACELET), # D2 boss AND(PEGASUS_BOOTS, SWORD), # D3 boss AND(FLIPPERS, OR(SWORD, MAGIC_ROD, BOW)), # D4 boss AND(HOOKSHOT, SWORD), # D5 boss BOMB, # D6 boss AND(OR(MAGIC_ROD, SWORD, HOOKSHOT), COUNT(SHIELD, 2)), # D7 boss MAGIC_ROD, # D8 boss self.attack_hookshot_no_bomb, # D9 boss ] self.miniboss_requirements = { "ROLLING_BONES": self.attack_hookshot, "HINOX": self.attack_hookshot, "DODONGO": BOMB, "CUE_BALL": SWORD, "GHOMA": OR(BOW, HOOKSHOT, MAGIC_ROD, BOOMERANG), "SMASHER": POWER_BRACELET, "GRIM_CREEPER": self.attack_hookshot_no_bomb, "BLAINO": SWORD, "AVALAUNCH": self.attack_hookshot, "GIANT_BUZZ_BLOB": MAGIC_POWDER, "MOBLIN_KING": SWORD, "ARMOS_KNIGHT": OR(BOW, MAGIC_ROD, SWORD), } # Adjust for options if not options.tradequest: self.shuffled_magnifier = True # completing trade quest not required if options.hardmode == "ohko": self.miniboss_requirements["ROLLING_BONES"] = OR(BOW, MAGIC_ROD, BOOMERANG, AND(FEATHER, self.attack_hookshot)) # should not deal with roller damage if options.bowwow != "normal": # We cheat in bowwow mode, we pretend we have the sword, as bowwow can pretty much do all what the sword ca$ # Except for taking out bushes (and crystal pillars are removed) self.bush.remove(SWORD) self.pit_bush.remove(SWORD) self.hit_switch.remove(SWORD) if options.logic == "casual": # In casual mode, remove the more complex kill methods self.bush.remove(MAGIC_POWDER) self.attack_hookshot_powder.remove(MAGIC_POWDER) self.attack.remove(BOMB) self.attack_hookshot.remove(BOMB) self.attack_hookshot_powder.remove(BOMB) self.attack_no_boomerang.remove(BOMB) self.attack_skeleton.remove(BOMB) if options.logic == 'hard' or options.logic == 'glitched' or options.logic == 'hell': self.boss_requirements[1] = AND(OR(SWORD, MAGIC_ROD, BOMB), POWER_BRACELET) # bombs + bracelet genie self.boss_requirements[3] = AND(FLIPPERS, OR(SWORD, MAGIC_ROD, BOW, BOMB)) # bomb angler fish self.boss_requirements[6] = OR(MAGIC_ROD, AND(BOMB, BOW), COUNT(SWORD, 2), AND(OR(SWORD, HOOKSHOT, BOW), SHIELD)) # evil eagle 3 cycle magic rod / bomb arrows / l2 sword, and bow kill self.attack_pols_voice = OR(BOMB, MAGIC_ROD, AND(OCARINA, SONG1), AND(self.stun_wizrobe, self.throw_enemy, BOW)) # wizrobe stun has same req as pols voice stun self.attack_wizrobe = OR(BOMB, MAGIC_ROD, AND(self.stun_wizrobe, self.throw_enemy, BOW)) if options.logic == 'glitched' or options.logic == 'hell': self.boss_requirements[6] = OR(MAGIC_ROD, BOMB, BOW, HOOKSHOT, COUNT(SWORD, 2), AND(SWORD, SHIELD)) # evil eagle off screen kill or 3 cycle with bombs if options.logic == "hell": self.boss_requirements[7] = OR(MAGIC_ROD, COUNT(SWORD, 2)) # hot head sword beams self.miniboss_requirements["GHOMA"] = OR(BOW, HOOKSHOT, MAGIC_ROD, BOOMERANG, AND(OCARINA, BOMB, OR(SONG1, SONG3))) # use bombs to kill gohma, with ocarina to get good timings self.miniboss_requirements["GIANT_BUZZ_BLOB"] = OR(MAGIC_POWDER, COUNT(SWORD,2)) # use sword beams to damage buzz blob